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Fallout Wiki
(Updated stats Infobox for Fallout.)
(→‎Barter in quests and exploration: , explosives, firearms or armor)
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===Ways to modify Barter===
 
===Ways to modify Barter===
 
;Permanent
 
;Permanent
* [[Gifted]] trait: -10 skill points (-10 points to all skills, +1 point to all [[Primary statistic|stats]])
+
* [[Gifted]] trait: -10% to all skills
* [[Good Natured]] trait: +15 skill points (+15 points to all skills, [[Perk|perk]] awarded every 4 [[Experience Points|levels]] instead of every 3 levels)
+
* [[Good Natured]] trait: +15% to all skills
  +
* [[Tag skill|Tagging]] Barter skill (at character creation or with [[Tag!]] perk): +20% Barter skill
* [[Level|Leveling up]]: (5 + 2*[[Intelligence]]) skill points awarded per [[Experience Points|experience level]] gained
 
  +
* [[Level|Leveling up]]: +1/+2% for each non-tagged/[[Tag skill|tagged]] skill per skill point assigned
* [[Master Trader]] perk: +25 skill points (hidden) <ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
+
* [[Master Trader]] perk: +25% Barter skill, hidden <ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
* Singing with [[Patrick the Celt]]: +1 [[Charisma]] (up to +2 skill points)
+
* Singing with [[Patrick the Celt]]: +1 [[Charisma]] (up to +2% Barter skill)
 
;Temporary
 
;Temporary
 
* Consuming a dose of [[Mentats (Fallout)|Mentats]]:
 
* Consuming a dose of [[Mentats (Fallout)|Mentats]]:
** 0-6 hours after dose: +1 [[Charisma]] per dose (up to +2 skill points per dose)
+
** 0-24 hours after dose: +1 [[Charisma]] per dose (up to +2% Barter skill per dose)
** 6-18 hours after dose: -2 [[Charisma]] per dose (up to -4 skill points per dose)
+
** 24-96 hours after dose: -2 [[Charisma]] per dose (up to -4% Barter skill per dose)
 
;Other Modifiers
 
;Other Modifiers
* Difficulty Level:
+
* Difficulty Level: +20/+0/-10% to non-weapon skills for Easy/Normal/Hard difficulty
 
* Reputation (aka. [[Karma]] for ''Fallout''): -25/+0/+50% to Barter skill for Bad/Neutral/Good reputation, hidden <ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
** Hard: -10 skill points
 
** Normal: 0 skill points
 
** Easy: +20 skill points
 
* Reputation (aka. [[Karma]] for ''Fallout''):<ref>http://www.nma-fallout.com/threads/fallout-and-fallout-2-barter-formula.217810/</ref>
 
** Good: +50 skill points
 
** Neutral: 0 skill points
 
** Bad: -25 skill points
 
   
 
== ''Fallout 2''==
 
== ''Fallout 2''==
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* 35 to convince [[Beatrix Russell]] in [[Wang Dang Atomic Tango]].
 
* 35 to convince [[Beatrix Russell]] in [[Wang Dang Atomic Tango]].
 
* 35 to convince [[Tyrone (Fallout: New Vegas)|Tyrone]] to give up the chemical ingredients in the quest [[Don't Make a Beggar of Me]].
 
* 35 to convince [[Tyrone (Fallout: New Vegas)|Tyrone]] to give up the chemical ingredients in the quest [[Don't Make a Beggar of Me]].
* 35 to convince [[Aurelius of Phoenix]] to allow trade with [[Severus|Decanus Severus]]. (NCR Dog-tags for food or ammunition.)
+
* 35 to convince [[Aurelius of Phoenix]] to allow trade with [[Severus|Decanus Severus]]. (NCR Dog-tags for food, ammunition, explosives, firearms or armor.)
 
* 35 to convince [[Crandon]] to allow the start of the quest [[Someone to Watch Over Me]].
 
* 35 to convince [[Crandon]] to allow the start of the quest [[Someone to Watch Over Me]].
 
* 40 to convince [[George (Fallout: New Vegas)|George]] outside the Boomers minefield to sell the secrets of navigating the minefield for 200 instead of 300.
 
* 40 to convince [[George (Fallout: New Vegas)|George]] outside the Boomers minefield to sell the secrets of navigating the minefield for 200 instead of 300.

Revision as of 19:14, 28 October 2019

 
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Trading and trade-related tasks. The ability to get better prices for items you sell, and lower prices for items you buy.— In-game description

Barter is a Fallout, Fallout 2, Fallout 3, Fallout Tactics, Fallout: New Vegas and Van Buren skill.

The Barter skill is primarily used in the buying and selling of items, such as trading with a merchant or scavenger. In general, purchase prices will be lowered and selling price will be higher. It is the primary factor in price determination, and is also offset by the Barter skill of the non-player character in question. The skill is also used in certain dialogue options with non-player characters, where certain responses require Barter checks.

Fallout

Like Fallout 2, the skill only affects the price for which merchants offer an item. The player character's offer prices to the merchant are always the same as the base value of the item, regardless of Barter skill level.

Barter can more effective in Fallout compared to Fallout 3 and later, due to a low number of caps located in-game. However, this is often offset by ease at which caps can be generated using the Gambling skill.

Depending the level of Barter skill, item prices may be as high as 10x the value of an object, eg. Rad-X has a base value of 300 caps but may be purchased for as much as 3,000 caps, or combat armor has a base value of 6,500 caps and may be purchased for as much as 65,000 caps. Generally, the higher the Barter skill, the lower the purchase price will be.

Ways to modify Barter

Permanent
Temporary
  • Consuming a dose of Mentats:
    • 0-24 hours after dose: +1 Charisma per dose (up to +2% Barter skill per dose)
    • 24-96 hours after dose: -2 Charisma per dose (up to -4% Barter skill per dose)
Other Modifiers
  • Difficulty Level: +20/+0/-10% to non-weapon skills for Easy/Normal/Hard difficulty
  • Reputation (aka. Karma for Fallout): -25/+0/+50% to Barter skill for Bad/Neutral/Good reputation, hidden [2]

Fallout 2

Like Fallout, the skill only affects the prices for the vendor's items; the player character's items are always worth the same.

Having the Master Trader perk will give the player character an automatic 25% off all goods, and the Good Natured trait will provide a +15% to the Barter skill.

Barter is noticeably effective in 2 in case of limited funds. With a low Barter skill, item prices may be as high as $800 for Rad-X and $32,500 for combat armor.

Fallout Tactics

The initial level for Barter is still governed by Charisma, but usually starts out lower than Barter in Fallout.

Barter also determines how much things can be sold for in Tactics, whereas selling prices were always static in the previous Fallout games.

Fallout 3

Bobblehead Barter

"Never forget to walk away with more than you've brought."

Barter Value

Example: A starting Charisma of 5 and Luck of 5.

Derived Values

  • The final value is rounded to the nearest integer at the end of the calculation.
  • The item value is the rated value of the item present in their Pip-Boy menu description.
  • The modifier is defaulted to 1 (or 100%), and it will change in accordance to other discounts or price increases coming from the specific vendor you're buying or selling from. For example, the 10% discount you get in Moriarty's Saloon for treating Gob kindly.
Barter Sell % Buy %
0 45 155
20 54 146
40 63 137
80 81 119
100 90 110

Each 5th point increase in score increases the sale price of an item by 2.25 percent. And a Barter skill of 11 allows the Lone Wanderer to sell at practically 50% of the rated value of an item.

A high Barter skill is a good choice for characters lacking Strength, since they do not have much room to carry many items and, subsequently, have less things to sell. However, having a companion partially negates this, since they can be given around 200 pounds of weight.

Barter based perks

Perk Required Level Additional Requirements
Master Trader 60 14 Charisma 6

Available discounts

Interactions that require Barter skill

A number of dialog based trading can be altered with sufficient Barter:

Ways to increase Barter

Permanent
Temporary

Notes

  • The Lone Wanderer will eventually have more bottle caps than is possible to spend, so deciding whether or not to put points into Barter during character development is a strategic decision. Barter is best taken early on, to more effectively sell loot or acquire better equipment.

Fallout: New Vegas

Example: A starting Charisma of 5 and Luck of 5.

Barter affects the prices gotten when trading with merchants. There are also many Barter skill checks in the game that can help advancing in quests by displaying a good sense with money, talking down costs, and talking up rewards. The Barter skill is governed by the Charisma attribute.

General price (before application of reputational fees or discounts) is counted with the same formula as in Fallout 3. Note that reputation does not affect prices unless that particular merchant is scripted to modify worth based on the Courier's reputation. For example, Chet will only use the PC's barter skill value to determine prices even if they are Idolized with Goodsprings, but with a mixed reputation (regardless of how good or bad it is), he will offer at 1:1 prices.

Barter Sell % Buy %
0 45 155
20 54 146
40 63 137
60 72 128
80 81 119
100 90 110

Barter in quests and exploration

While hard to tell in the abstract from the following list, in many cases Barter is offered as an alternative dialogue skill check to Speech (though generally involving paying money) or other skill checks. This may be to help compensate for the fact that Barter on its own may not be as useful as other skills.

Available Discounts

Ways to increase Barter

Permanent
Temporary

Barter-based Perks

Perk Requirement Level Additional Requirements
Pack Rat 70 8 Intelligence 5
Long Haul 70 12 Endurance 6

Van Buren

In Van Buren, as in Fallout and Fallout 2, Barter did indeed have an effect on store prices. However, it also represented a certain level of knowledge about the caravan houses and trading in general, giving it a small role in dialogue. The intended depth to Barter development came in the perks available at higher skill ranks.

Notable Barter experts

Fallout 3

Fallout: New Vegas

References